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Tom A Garner
  • University of Portsmouth, Eldon Building, Middle Street, Portsmouth, PO1 2DJ
Research Interests:
The central concern of this thesis is upon the processes by which human beings perceive sound and experience emotions within a computer video gameplay context. The potential of quantitative sound parameters to evoke and modulate... more
The central concern of this thesis is upon the processes by which human beings
perceive sound and experience emotions within a computer video gameplay
context. The potential of quantitative sound parameters to evoke and modulate
emotional experience is explored, working towards the development of structured
hypothetical frameworks of auditory processing and emotional experience.
Research relevant to computer game theory, embodied cognition,
psychophysiology, emotion studies, fear processing and acoustics/psychoacoustics
are reviewed in detail and several primary experimental trials are presented that
provide additional support of the hypothetical frameworks: an ecological process of
fear, a fear-related model of virtual and real acoustic ecologies, and an embodied
virtual acoustic ecology framework.
It is intended that this thesis will clearly support more effective and efficient sound
design practices and also improve awareness of the capacity of sound to generate
significant emotional experiences during computer video gameplay. It is further
hoped that this thesis will elucidate the potential of biometrics/psychophysiology to
allow game designers to better understand the player and to move closer towards
the development of an automated computer system that is capable of interpreting
player-emotion and adapting the game environment in response, to create a
continuously evolving and unique, player-centred game experience.
This paper poses the question: How can sound be used to function analogously to the function of the images in a graph in order to create the conditions for creative thought and insight to occur and thus to facilitate the synthesis of... more
This paper poses the question: How can sound be used to
function analogously to the function of the images in a graph in
order to create the conditions for creative thought and insight to
occur and thus to facilitate the synthesis of new knowledge? It
uses this to develop further questions and a research agenda. In
particular, it is concerned with the use of sonification of the nonaudio
data and concepts represented in a diagram or graph and the
techniques that might be used to foster a creative research
environment using sound. The ultimate goal of the research
agenda is to go beyond sonification and to use sound pro-actively
in a Virtual Research Environment in order to create the
conditions for creative thinking and insight to occur with the hope
that this may then lead to the synthesis of new knowledge.
The potential value of a looping biometric feedback system as a key component of adaptive computer video games is significant. Psychophysiological measures are essential to the development of an automated emotion recognition program,... more
The potential value of a looping biometric feedback system as a key component of adaptive computer video games is
significant. Psychophysiological measures are essential to the development of an automated emotion recognition
program, capable of interpreting physiological data into models of affect and systematically altering the game
environment in response. This article presents empirical data the analysis of which advocates electrodermal activity and
electromyography as suitable physiological measures to work effectively within a computer video game-based biometric
feedback loop, within which sound is the primary affective stimuli.
This article addresses contemporary concepts regarding how we attune to sound within a fear context and discusses the potential impact of these ideas upon sound design, specifically with regards to evoking disorientation in survival... more
This article addresses contemporary concepts regarding how we attune to sound
within a fear context and discusses the potential impact of these ideas upon sound
design, specifically with regards to evoking disorientation in survival horror computer
games. Relevant theory is distilled to consider an ecological perspective of sound
experience within a survival horror game context. We then discuss how this
approach will likely impact upon future practice as we, as designers, strive to
develop sound production and implementation techniques that have increasingly
greater potential to unnerve, panic and otherwise terrify even the most hardcore of
gamers.
A better understanding of observable and quantifiable psychophysiological outputs such as electroencephalography (EEG) during computer video gameplay has significant potential to support the development of an automated, emotionally... more
A better understanding of observable and quantifiable psychophysiological outputs such as electroencephalography (EEG) during computer video gameplay has significant potential to support the development of an automated, emotionally intelligent system. Integrated into a game engine, such a system could facilitate an effective biofeedback loop, accurately interpreting player emotions and adjusting gameplay parameters to respond to players’ emotional states in a way that moves towards exciting ventures in affective interactivity. This paper presents a crucial step to reaching this objective by way of examining the statistical features of EEG that may relate to user experience during audio-centric gameplay. An audio-only test game ensures that game sound is the exclusive stimulus modality with gameplay contextualisation and qualitative data collection enabling the study to focus specifically upon fear. Though requiring of an unambiguous horror-game context, the results documented within this paper identify several statistical features of EEG data that could differentiate fear from calm.
This paper proposes a framework that incorporates fear, acoustics, thought processing and digital game sound theory; with the potential to not only improve understanding of our relationship with fear, but also generate a foundation for... more
This paper proposes a framework that incorporates fear, acoustics, thought processing and digital game sound theory; with the potential to not only improve understanding of our relationship with fear, but also generate a foundation for reliable and significant manipulation of the fear experience. A brief literature review provides the context for a discussion of fear and sound in virtual worlds before the framework is described; concluding remarks point to future empirical work testing and refining the framework.
This paper presents an experiment testing which sound parameters, in a survival horror game context, most warrant further investigation as a means to control the level of fear in such games. The experiment is part of a long-term study... more
This paper presents an experiment testing which sound
parameters, in a survival horror game context, most warrant
further investigation as a means to control the level of fear in
such games. The experiment is part of a long-term study
ultimately designed to support the development of a biofeedback
procedural audio engine for computer games. By this means, it
is hoped to provide an enhanced gaming experience whereby
sound synthesis and audio processing is conducted in real-time
according to the player's affect responses and emotional state.
Results indicate that coarse manipulation of audio parameters
has the potential to influence the intensity of the player’s fear
response whilst playing a survival horror game. Evidence is also
presented that supports the integration of event logging and realtime
participant vocal response into an experimental design to
gather unbiased, quantitative data that can be associated with
qualitative emotional response.
This book explores the nature and importance of sound in virtual reality (VR). Approaching the subject from a holistic perspective, the book delivers an emergent framework of VR sound. This framework brings together numerous elements that... more
This book explores the nature and importance of sound in virtual reality (VR). Approaching the subject from a holistic perspective, the book delivers an emergent framework of VR sound. This framework brings together numerous elements that collectively determine the nature of sound in VR; from various aspects of VR technology, to the physiological and psychological complexities of the user, to the wider technological, historical and sociocultural issues.
Garner asks, amongst other things: what is the meaning of sound? How have fictional visions of VR shaped our expectations for present technology? How can VR sound hope to evoke the desired responses for such an infinitely heterogeneous user base? This book if for those with an interest in sound and VR, who wish to learn more about the great complexities of the subject and discover the contemporary issues from which future VR will surely advance.
Research Interests:
In Sonic Virtuality: Sound as Emergent Perception, authors Mark Grimshaw and Tom Garner introduce a novel theory that positions sound within a framework of virtuality. Arguing against the acoustic or standard definition of sound as a... more
In Sonic Virtuality: Sound as Emergent Perception, authors Mark Grimshaw and Tom Garner introduce a novel theory that positions sound within a framework of virtuality. Arguing against the acoustic or standard definition of sound as a sound wave, the book builds a case for a sonic aggregate as the virtual cloud of potentials created by perceived sound. The authors build on their recent work investigating the nature and perception of sound as used in computer games and virtual environments, and put forward a unique argument that sound is a fundamentally virtual phenomenon.

Grimshaw and Garner propose a new, fuller and more complete, definition of sound based on a perceptual view of sound that accounts more fully for cognition, emotion, and the wider environment. The missing facet is the virtuality: the idea that all sound arises from a sonic aggregate made up of actual and virtual sonic phenomena. The latter is a potential that depends upon human cognition and emotion for its realization as sound. This thesis is explored through a number of philosophical, cognitive, and psychological concepts including: issues of space, self, sonosemantics, the uncanny, hyper-realism, affect, Gettier problems, belief, alief, imagination, and sound perception in the absence of sound sensation.

Provocative and original, Grimshaw and Garner's ideas have broader implications for our relationship to technology, our increasingly digital lives, and the nature of our being within our supposed realities. Students and academics from philosophy to acoustics and across the broad spectrum of digital humanities will find this accessible book full of challenging concepts and provocative ideas.

Readership: Students and scholars in Music, Media Studies, Game Studies, Digital Humanities, Philosophy, Sound Studies/Design, Digital Media, and those interested in music psychology and perception.
Research Interests:
Research Interests: